/Engine/Source/Editor/UnrealEd/Public/EditorScriptingHelpers.h
Check if the AssetPath can be used to create a new asset
namespace EditorScriptingHelpers { bool EditorScriptingHelpers::IsAValidPathForCreateNewAsset ( const [FString](API\Runtime\Core\Containers\FString) & ObjectPath, [FString](API\Runtime\Core\Containers\FString) & OutFailureReason ) }